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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", "Laser");
3 #else
4 #ifdef SVQC
5 void(float imp) W_SwitchWeapon;
6
7 void W_Laser_Touch (void)
8 {
9         PROJECTILE_TOUCH;
10
11         self.event_damage = SUB_Null;
12         if (self.dmg)
13                 RadiusDamage (self, self.owner, cvar("g_balance_laser_secondary_damage"), cvar("g_balance_laser_secondary_edgedamage"), cvar("g_balance_laser_secondary_radius"), world, cvar("g_balance_laser_secondary_force"), self.projectiledeathtype, other);
14         else
15                 RadiusDamage (self, self.owner, cvar("g_balance_laser_primary_damage"), cvar("g_balance_laser_primary_edgedamage"), cvar("g_balance_laser_primary_radius"), world, cvar("g_balance_laser_primary_force"), self.projectiledeathtype, other);
16
17         remove (self);
18 }
19
20 void W_Laser_Think()
21 {
22         self.movetype = MOVETYPE_FLY;
23         self.think = SUB_Remove;
24         if (self.dmg)
25                 self.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
26         else
27                 self.nextthink = time + cvar("g_balance_laser_primary_lifetime");
28         CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
29 }
30
31 void W_Laser_Attack (float issecondary)
32 {
33         local entity missile;
34         vector s_forward;
35         float a;
36         float nodamage;
37
38         if(issecondary == 2) // minstanex shot
39                 nodamage = g_minstagib;
40         else
41                 nodamage = FALSE;
42
43         a = cvar("g_balance_laser_primary_shotangle");
44         s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
45
46         if(nodamage)
47                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", 0);
48         else if(issecondary == 1)
49                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_secondary_damage"));
50         else
51                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_primary_damage"));
52         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
53
54         missile = spawn ();
55         missile.owner = self;
56         missile.classname = "laserbolt";
57         missile.dmg = 0;
58         if(!nodamage)
59         {
60                 missile.bot_dodge = TRUE;
61                 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
62         }
63
64         PROJECTILE_MAKETRIGGER(missile);
65         missile.projectiledeathtype = WEP_LASER;
66
67         setorigin (missile, w_shotorg);
68         setsize(missile, '0 0 0', '0 0 0');
69
70         W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
71         missile.angles = vectoangles (missile.velocity);
72         //missile.glow_color = 250; // 244, 250
73         //missile.glow_size = 120;
74         missile.touch = W_Laser_Touch;
75
76         missile.flags = FL_PROJECTILE;
77
78         missile.think = W_Laser_Think;
79         missile.nextthink = time + cvar("g_balance_laser_primary_delay");
80
81         other = missile; MUTATOR_CALLHOOK(EditProjectile);
82
83         if(time >= missile.nextthink)
84         {
85                 entity oldself;
86                 oldself = self;
87                 self = missile;
88                 self.think();
89                 self = oldself;
90         }
91 }
92
93 .vector hook_start, hook_end;
94 float gauntletbeam_send(entity to, float sf)
95 {
96         WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
97         sf = sf & 0x7F;
98         if(sound_allowed(MSG_BROADCAST, self.owner))
99                 sf |= 0x80;
100         WriteByte(MSG_ENTITY, sf);
101         if(sf & 1)
102         {
103                 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
104         }
105         if(sf & 2)
106         {
107                 WriteCoord(MSG_ENTITY, self.hook_start_x);
108                 WriteCoord(MSG_ENTITY, self.hook_start_y);
109                 WriteCoord(MSG_ENTITY, self.hook_start_z);
110         }
111         if(sf & 4)
112         {
113                 WriteCoord(MSG_ENTITY, self.hook_end_x);
114                 WriteCoord(MSG_ENTITY, self.hook_end_y);
115                 WriteCoord(MSG_ENTITY, self.hook_end_z);
116         }
117         return TRUE;
118 }
119 .entity gauntletbeam;
120 .float prevgauntletfire;
121 void gauntletbeam_think()
122 {
123         float damage, myforce, myradius;
124         damage = cvar("g_balance_laser_secondary_damage");
125         myforce = cvar("g_balance_laser_secondary_force");
126         myradius = cvar("g_balance_laser_secondary_radius");
127
128         self.owner.prevgauntletfire = time;
129         if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
130         {
131                 remove(self);
132                 return;
133         }
134
135         self.nextthink = time;
136
137         makevectors(self.owner.v_angle);
138
139         float dt;
140         dt = frametime;
141
142         W_SetupShot_Range(self.owner, TRUE, 0, "", damage * dt, myradius);
143         WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
144
145         // apply the damage
146         if(trace_ent)
147         {
148                 vector force;
149                 force = w_shotdir * myforce;
150                 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
151                 Damage_RecordDamage(self.owner, WEP_LASER | HITTYPE_SECONDARY, damage * dt);
152         }
153
154         // draw effect
155         if(w_shotorg != self.hook_start)
156         {
157                 self.SendFlags |= 2;
158                 self.hook_start = w_shotorg;
159         }
160         if(w_shotend != self.hook_end)
161         {
162                 self.SendFlags |= 4;
163                 self.hook_end = w_shotend;
164         }
165 }
166
167 // experimental gauntlet
168 void W_Laser_Attack2 ()
169 {
170         // only play fire sound if 0.5 sec has passed since player let go the fire button
171         if(time - self.prevgauntletfire > 0.5)
172         {
173                 sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
174         }
175
176         entity beam, oldself;
177
178         self.gauntletbeam = beam = spawn();
179         beam.solid = SOLID_NOT;
180         beam.think = gauntletbeam_think;
181         beam.owner = self;
182         beam.movetype = MOVETYPE_NONE;
183         beam.shot_spread = 0;
184         beam.bot_dodge = TRUE;
185         beam.bot_dodgerating = cvar("g_balance_laser_primary_damage");
186         Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
187
188         oldself = self;
189         self = beam;
190         self.think();
191         self = oldself;
192 }
193
194 void LaserInit()
195 {
196         weapon_action(WEP_LASER, WR_PRECACHE);
197         gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
198         gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
199         gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
200         gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
201 }
202
203 void spawnfunc_weapon_laser (void)
204 {
205         weapon_defaultspawnfunc(WEP_LASER);
206 }
207
208 float w_laser(float req)
209 {
210         local float r1;
211         local float r2;
212         if (req == WR_AIM)
213         {
214                 if(cvar("g_balance_laser_secondary"))
215                 {
216                         r1 = cvar("g_balance_laser_primary_damage");
217                         r2 = cvar("g_balance_laser_secondary_damage");
218                         if (random() * (r2 + r1) > r1)
219                                 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
220                         else
221                                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
222                 }
223                 else
224                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
225         }
226         else if (req == WR_THINK)
227         {
228                 if (self.BUTTON_ATCK)
229                 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
230                 {
231                         W_Laser_Attack(1);
232                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
233                 }
234                 if (self.BUTTON_ATCK2)
235                 {
236                         if(cvar("g_balance_laser_secondary"))
237                         {
238                                 if (weapon_prepareattack(0, 0))
239                                 {
240                                         W_Laser_Attack2();
241                                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
242                                 }
243                         }
244                         else
245                         {
246                                 if(self.switchweapon == WEP_LASER) // don't do this if already switching
247                                         W_SwitchWeapon (self.cnt);
248                         }
249                 }
250         }
251         else if (req == WR_PRECACHE)
252         {
253                 precache_model ("models/weapons/g_laser.md3");
254                 precache_model ("models/weapons/v_laser.md3");
255                 precache_model ("models/weapons/h_laser.iqm");
256                 precache_sound ("weapons/lasergun_fire.wav");
257                 precache_sound ("weapons/gauntlet_fire.wav");
258         }
259         else if (req == WR_SETUP)
260                 weapon_setup(WEP_LASER);
261         else if (req == WR_CHECKAMMO1)
262                 return TRUE;
263         else if (req == WR_CHECKAMMO2)
264                 return TRUE;
265         return TRUE;
266 };
267 #endif
268 #ifdef CSQC
269 float w_laser(float req)
270 {
271         if(req == WR_IMPACTEFFECT)
272         {
273                 vector org2;
274                 org2 = w_org + w_backoff * 6;
275                 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
276                 if(!w_issilent)
277                         sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
278         }
279         else if(req == WR_PRECACHE)
280         {
281                 precache_sound("weapons/laserimpact.wav");
282         }
283         else if (req == WR_SUICIDEMESSAGE)
284                 w_deathtypestring = "%s lasered themself to hell";
285         else if (req == WR_KILLMESSAGE)
286         {
287                 if(w_deathtype & HITTYPE_SECONDARY)
288                         w_deathtypestring = "%s was cut in half by %s's gauntlet"; // unchecked: SPLASH
289                 else
290                         w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH
291         }
292         return TRUE;
293 }
294 #endif
295 #endif